pan when 2 players
This commit is contained in:
@@ -171,9 +171,12 @@ void ScreenSelectMusic::Init()
|
||||
this->AddChild( &m_textHighScore[p] );
|
||||
}
|
||||
|
||||
RageSoundLoadParams SoundParams;
|
||||
SoundParams.m_bSupportPan = true;
|
||||
|
||||
m_soundStart.Load( THEME->GetPathS(m_sName,"start") );
|
||||
m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier") );
|
||||
m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder") );
|
||||
m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier"), false, &SoundParams );
|
||||
m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder"), false, &SoundParams );
|
||||
m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
|
||||
m_soundLocked.Load( THEME->GetPathS(m_sName,"locked") );
|
||||
|
||||
@@ -320,6 +323,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
|
||||
|
||||
// TODO: Invalidate the CurSteps only if they are no longer playable. That way,
|
||||
// after music change will clamp to the nearest in the DifficultyList.
|
||||
GAMESTATE->m_pCurSteps[GAMESTATE->m_MasterPlayerNumber].SetWithoutBroadcast( NULL );
|
||||
FOREACH_ENUM( PlayerNumber, p )
|
||||
GAMESTATE->m_pCurSteps[p].SetWithoutBroadcast( NULL );
|
||||
|
||||
@@ -646,10 +650,17 @@ void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
|
||||
}
|
||||
AfterStepsOrTrailChange( vpns );
|
||||
|
||||
float fBalance = GameSoundManager::GetPlayerBalance( pn );
|
||||
if( dir < 0 )
|
||||
m_soundDifficultyEasier.Play();
|
||||
{
|
||||
m_soundDifficultyEasier.SetProperty( "Pan", fBalance );
|
||||
m_soundDifficultyEasier.PlayCopy();
|
||||
}
|
||||
else
|
||||
m_soundDifficultyHarder.Play();
|
||||
{
|
||||
m_soundDifficultyHarder.SetProperty( "Pan", fBalance );
|
||||
m_soundDifficultyHarder.PlayCopy();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user